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rimasson

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Everything posted by rimasson

  1. I've got a couple of feature request about the retopo tools, as I use retopo a lot. About retopo layers : i'd like to have INDEPENDANT layers. actually, when i move vertices assigned to a layer, vertices on other layers are moved too. They should not be affected. Points on other layers are affected even if these layers are hidden Each retopo layer in the retopo group tab should have a different color reminder identical to the color of the faces that belong to the group. faces belonging to a layer should have a different color, also. I've got the same issue with the selection tool and point and faces tool. . actually, this tool use vertices from other layers to create faces.... it shouldn't I'd like to have a select face loop tool, in order to separate a retopo in 2 pieces. i'd like to be able to snap an edge loop to à X, y or Z axis. i'd like to be able to straighten edges. select loop improvements : actually, the loop selection detection seems to be based on the angle between edges. I'd really like to have a loop selection that works properly. many times, selected loop are not straight, see the attached picselection improvements : i'd like to be able to grow or shrink a selection. Symetry : i'd like to be able to import a topo mesh, move the topo in symetry mode and export that mesh, while keeping the same vertex order. (i used the 3dc retopo tools to create blendshapes on characters. each shapes had to fit perfectly on a reference sphere... and using 3cd was the easiest way to do that) subdivision cage : i'd like to be able to create a subdivision cage from the retopo mesh. In Zbrush, i have to subdivide the topo first a couple of time in order to create a subd cage.
  2. Personnaly, i don't have the need to sculpt a 10 millions poly mesh. I'm ok with 3dc polycount limits, and the current workflow that consist to first , sculpt a model, then switch to the paint room to add microdetails.
  3. About the sculpting room : I think that the Sculpting room is NOT OBSOLETE at all. Voxels are great to sculpt unique models, with a unique topology, but i don't use them much , for 1 reason : they don't fit to my workflow I work in the film industry, and often, i have to sculpt and re-use again and again models that share the same topo. In my opinon, 3dc poly sculpting is not evolved enough yet (that's why i use mainly Zbrush for sculpting) . The sculpting room tools needs some enhancements to be useful (subdiv levels, subdiv cage mode, sculpting layers, and the new sculpting tools that you can find the int vox room) I'm not that frustrated not to have advanced sculpting tools. I've got Zb. I'm actually interested with the Auto retopo futur improvements I also miss some hotkeys dedicated to the Uv editor : at least L for Loops One more thing : is it possible the width of the Seams line to have a better visual feedback ? Btw, you did a great job with the ABf algo and function as 'to line'
  4. Some thoughts on the 3.1.07 Uv editor Hello Andrew. Firs, thanks for your hard work on the Uv editor I've got nevertheless some concerns : Symetrical Uv editing : when i activate the symetry, and i want to mark seams or edge loops in the 3d view, the cutting is not always symetrical. In Uv layout, you'll have to set first a topological symetry plane first. i think that it's more clever. You could use the topo symetry taht you created for painting, maybe ? I dont' like the Uv preview window as it is. first, when i opened 3Dcoat, the window was collapsed, and it took a while to figure out HOW open it. Then , i would like to zoom in the window, but I can't. I can only resize this window. I miss a standart Uv window Third, i often use multiple Uv sets on my models, (from 0,0 to 1,1, then from 1,0 to 2,1...) and, only Uv between 0 and 1 are displayed IN the window Uv beyond 0 and 1 are displayed outside the window. I also miss a tool to define and assign different materials in regard to the different Uv sets i'd like to create (from 0,0 to 1,1 : Material A, then from 0,1 to 1,2 : material 2... I'd like to have an improved edgeloop tool, to create restricted edgeloop, both in the 3d view, and in the Uv window, by selecting 2 edged that define the restricted loop, then by selecting with the edgeloop tool all the edges between. I'd like to be able to select edges, faces and vertices in the 3d view, and to use a brush to select them. When i use the brush to relax the Uvs, does the brush relax Uvs using an algo that prevent distortion or dose the brush simply 'relax' Uvs, without regard to the topo ? Finally, i'd like to restrict the effect of the Brush to 1 Uv island at a time. It's tedious to move Uv when i have many Uv islands close to each other.
  5. The improvement of the curve tool is fantastic. I'm wondering if a 'rope mode' is hard to achieve (you define 1 or multiple anchor points, move another curve point, and the remaining part of the curve move like a flexible rope I'd like also to be able to connect 2 curve point together.
  6. The improvement of the curve tool are fantastic. I'm wondering if a 'rope mode' is hard to achieve (you define 1 or multiple anchor points, move another curve point, and the remaining part of the curve move like a flexible rope...
  7. Respect. I'd really like to see a exaustive step by step tut showhing the suilding process of at least 1 piece of the armor.
  8. That's exactly my thoughts. Actually, 3dc is great 'only' for building a shape in voxels, retopo, paint or detail a model in Pixel or micropolys. And that's already a LOT of things. Zbrush 3.5 will allow you to extract Displacement and color maps from HD geometry. HD geo is a smart way to create subdiv models up to 1 billions polys by caching on disk details stored in HD mode, and to display/sculpt in HD only the area you want do detail. (You can also render in Zb the entire HD model) On my previous Pc i bought in 2005 (Xp 32, 2 Gigs of ram) i sculpted and rendered in Zbrush a scene composed of 2 models : 1 of 20 Millions of polys, the other one of 40 Millions of polys. I was still able to edit, sculpt and pose a low rez version of each model.
  9. Thanks a lot for these videos. Can i download them, istead of streaming from youtube or vim?o ?
  10. I don't know if it's possible right now, but i'd like to be able to draw strokes THROUGH a model, still to be able to do hard surface modeling. Actually, i can't start a stroke in empty space.
  11. another small request : i'd like to use mask and material masking with the smooth brushe.
  12. Thanks Andrew. a 4x4 patch is certainly useful in most cases, but... Being able to define the number of X and Y vertices of the patch could be a plus.
  13. 2 ideas : 1 : a smooth brush that dosen't smooth creases and folds. (see attached pic) 2 : a flatten tool that have ALL the parameters than the flatten tool in the paint palette. (make planar, cut off, fill, first click point and current position) It will help a lot for non-organic models 3 : when i use the 'draw with curve' stroke, some tools dosen't work properly. see attached pic. Actually, pixelpaint mode is also buggy when i use this stroke. 4 i agree totally with the next post ideas.
  14. Ohhh. i forgot to upload it. apologies. This kind of primitive could be helpful, when i don't want to model it in another app.
  15. 1 : Constraints to move the voxel surface (with the move brush) only in X,Y, Z, or X&Y, Y&Z... It will help to keep surfaces planar 2 : patch primitive : see the attached pic : will help to create non-organic models 3 : A mesh deformation like in Blender : http://www.blender.org/development/release...46/mesh-deform/ As 3DC voxels don't have any subdivisions levels, it could be a smart way to globally deform a model, by creating first a quick topology model, and using it as a deformation cage.
  16. Is there an easy way to mirror a voxel model, when the symetry is lost ?
  17. I've got a simple workflow question : Does anybody of you have found a good workflow (and recorded a video) to shape a character or a creature in voxel mode ? I tried a couple of time, and i find easier and much quicker to do that in a poly modeling app; Silo for example. It allow me to manipulate the surface using vertices, do extrudes, and that fits almost all my needs. When the basic shape is Ok, i switch to Zb to do some further sculpting. I tried to reproduce that in 3dc, by creating a simple skeleton, then drawing a topo, sending this topo in the (poly)sculpt palette, but iit's far from straightrforward, (i encountered a bug using the sym mode); and 3dc is not a poly modeler. I'll always have to go back into topology mode to do some extrusions, for example. I've go my own workflow, and use actually 3cd only for retopo and painting purposes.
  18. Hi Andrew. Sony Picture Imageworks released an open source voxel library It might be interesting, right ? http://opensource.imageworks.com/?p=field3d
  19. Funny. Next to the info, there's an ad for 3DC
  20. In Zb, i often go down in subdiv level to quickly change the global shape of a model, by moving vertices or by using the tranpose tool.
  21. Ability to go up/down in poly count in Per Pixel and especially Microvertex. If we could press 1x, 2x, 3x, 4x, 5x, etc. like ZBrush it would be great IMO The ability to deform/pose the voxel model using a low rez mesh or a kind of guides, curves could do the job, Don't you think ? That's the advantage of using a subdiv model in zbrush and Mudbox. About the rake brush. i did some test, and the only thing 3dc miss is the ability to manage the drawing depth in order, for example to draw strokes UNDER higher ones, Have a Look at the attached pic
  22. You're welcome. I was wondering if i could find interesting infos about Cs5, or not.
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